import UiAbilityArchives from "./gui/UiAbilityArchives";
import AddGoldOnUseAbilityState from "./state/ability/common/AddGoldOnUseAbilityState";
import LimitUnitCountByUnitTypeOnGameStartState from "./state/unit/LimitUnitCountByUnitTypeOnGameStartState";
import AddResourceByUnitTypeOnTimerState from "./state/unit/AddResourceByUnitTypeOnTimerState";
import DeleteAbilityFromUnitOnUseAbilityState from "./state/ability/DeleteAbilityFromUnitOnUseAbilityState";
import AddAbility2UnitOnUseAbilityState from "./state/ability/common/AddAbility2UnitOnUseAbilityState";
import AddGoldByHaveAbilityOnPer5sState from "./state/ability/common/AddGoldByHaveAbilityOnPer5sState";
import AddPropertyOnUseAbilityState from "./state/ability/common/AddPropertyOnUseAbilityState";
import AddProperty2UnitOwnerOnUseAbilityState from "./state/ability/common/AddProperty2UnitOwnerOnUseAbilityState";
import GameDifficultyChooseDialogState from "./state/common/GameDifficultyChooseDialogState";
import CameraManagerState from "./state/common/CameraManagerState";
import MapBaseShopInitState from "./state/module/MapBaseShopInitState";
import MapBaseInitState from "./state/module/MapBaseInitState";
import MapBaseArchivesInitState from "./state/module/MapBaseArchivesInitState";
import CreeperAttackWaveState from "./state/module/CreeperAttackWaveState";
import BaseMultiboardState from "./state/module/BaseMultiboardState";
import OrderUnitMove2NextRectOnEnterRectState from "./state/OrderUnitMove2NextRectOnEnterRectState";
import FailState from "./state/module/FailState";
export default function StateInit() {

    new OrderUnitMove2NextRectOnEnterRectState();
    new BaseMultiboardState();
    new CreeperAttackWaveState();
    new MapBaseArchivesInitState();
    new MapBaseInitState();
    new MapBaseShopInitState();
    new FailState();
    new CameraManagerState();
    new GameDifficultyChooseDialogState();
    new AddProperty2UnitOwnerOnUseAbilityState();
    new AddPropertyOnUseAbilityState();
    new AddGoldByHaveAbilityOnPer5sState();
    new AddAbility2UnitOnUseAbilityState();
    new DeleteAbilityFromUnitOnUseAbilityState();
    new AddResourceByUnitTypeOnTimerState();
    new LimitUnitCountByUnitTypeOnGameStartState();
    new AddGoldOnUseAbilityState();
    new UiAbilityArchives();
}
